public virtual void BeforeUpdate() { TimeActive += Engine.DeltaTime; Entities.UpdateLists(); TagLists.UpdateLists(); }
public virtual void BeforeUpdate() { if (!Paused) { TimeActive += Engine.DeltaTime; } RawTimeActive += Engine.RawDeltaTime; Entities.UpdateLists(); TagLists.UpdateLists(); RendererList.UpdateLists(); }